Welcome to the xXAmaroqXx champion spotlight, featuring Narame, the big game huntress.
Skins: Classic Narame & Spec Ops Narame (Military dress, Night vision goggles and heavy sniper rifle)
Description:
Narame is a Marksman that relies on her augmented basic attacks in order to deal tons of damage. Being a long range sniper this champion excels at dealing damage from afar, poking the enemy team or surprising them with quick bursts of damage from unexpected ranges and angles. Her unique kit allows her to perform as a roaming AD carry, a safe backline marksman or even assassinate squishy champions from behind enemy lines.
Her passive is Sharpshooter. Narame does not gain attack speed like normal champions, but rather increases the damage of her basic attacks in an amount of equal value. This means that Narame basically front-loads her damage into one shot, giving her huge burst potential and time to reposition between each shot. Keep in mind though that this trait also affects her effectiveness in clearing minion waves or hitting multiple enemies in a teamfight in quick succession, so choose your targets carefully.
Precision Shot is Narames bread-and-butter damage ability. It ensures her next basic attack to be a critical hit, while at the same time allowing her to poke or finish off fleeing champions due to her heavily increased range. Due to this being your only damage ability, choose wisely when to use it since your damage output is a lot weaker while it is on cooldown.
Pinning Shot is Narames ability to get out of a pinch or to chase after fleeing foes. While the lack of gapclosing or teleportation tools forces Narame to think ahead of her own positioning, Pinning Shot allows Narame to deal with at least a single threat, enabling her to impede an enemies movement before she performs a quick sprint.
Blinding Trap has both offensive and defensive capabilities. It secures Narame as she roams through the jungle by notifying her whenever someone passes through, impeding their vision long enough for quick witted players to run and get away to safety. However, traps may also be used offensively to bait or chase enemies into the barely visible threads and use the upcoming confusion to finish them off. It can also be used to enable vision onto otherwise unseen targets, allowing Narame to fire at them over great distances.
Her Ultimate is Stealthy Approach. While out of combat, Narame gains stealth, allowing her to roam around the map to choose her battles or to get away from enemy fighters chasing her. While this puts her in a similar spot as evelynn, her invisibility is not permanent, and more of a means to position herself in a safe spot rather than getting close up and personal.
All in All, Narame is a very burst heavy marksman that, after reaching level six, may almost be played like a jungler and with her hit and run strategies, may bring a lot of tension and surprise elements to the table.
Stats:
Health
524 – 1884
Attack damage
55 – 156
Health regen.
5.7 – 15.0
Attack speed [*]
0.5
Mana
250 – 800
Armor
22.9 – 82.4
Mana regen.
5.0 – 16.0
Magic res.
30.0
Ranged
630
Mov. speed
330
Passive:
Sharpshooter
Narames Attack Speed cannot be modified. Any bonus or penalty to her attack speed multiply her basic attack damage at a ratio of 2% per 0.1 attack speed, to a maximum of +400%AD at 2.5 Attack speed.
Q:
Precision Shot
Mana Cost: 30 Mana
Cooldown: (14/12/10/8/6)
Narame focuses on her aim, granting her next basic attack a 100% critical strike chance and increases her attack range by 190/260/330/400/470 units.
Using Precision Shot while Stealthed Approach is active, Narames next basic attack also applies grievious wounds for 2.5 seconds.
W:
Pinning Shot
Mana Cost: 45 Mana
Cooldown: (14/12/10/8/6)
Narame aims at her enemies feet to impair their movement. Her next basic attack slows an enemy hit by 20/25/30/35/40% and grants herself +10% movement speed for the next 2 seconds.
Using Pinning Shot while Stealthed Approach is active, Narames next basic attack roots the enemy in place instead of slowing them.
E:
Blinding trap
Placement Range: 100 units (400 units wide, 20 units long)
Mana Cost:
Cooldown: (24/22/20/18/16)
Narame places a trapwire connected to explosives on the ground which go live after 1 second. If an enemy walks through the trapped area, the grenades explode, blinding and revealing enemy champions in the targeted area for 1.5 second and reducing their vision range by 50% for 3 seconds. Traps last for 5 minutes. A total of 3 traps can be active at the same time.
Placing a Blinding Trap does not interrupt Stealthy Approach.
R:
Stealthy approach
Detection Range: 350 units
Mana cost: 100 + 1 mana per second
Cooldown: (7/5/3) seconds since out of combat
After being out of combat for 7/5/3 seconds, Narame may use Stealthy Approach to become stealthed.
Entering combat ends Stealthy Approach. Narame can also be seen by enemy champions that are closer than 350 units, even when stealthed, though being revealed this way or by true sight does not end Stealthy approach.